/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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 *****************************************************************************/

#ifndef Spine_IkConstraintData_h
#define Spine_IkConstraintData_h

#include <spine/ConstraintData.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Vector.h>

namespace spine {
class BoneData;

class SP_API IkConstraintData : public ConstraintData {
    friend class SkeletonBinary;
    friend class SkeletonJson;
    friend class IkConstraint;
    friend class Skeleton;
    friend class IkConstraintTimeline;

public:
    explicit IkConstraintData(const String& name);

    /// The bones that are constrained by this IK Constraint.
    Vector<BoneData*>& getBones();

    /// The bone that is the IK target.
    BoneData* getTarget();
    void setTarget(BoneData* inValue);

    /// Controls the bend direction of the IK bones, either 1 or -1.
    int getBendDirection();
    void setBendDirection(int inValue);

    bool getCompress();
    void setCompress(bool inValue);

    bool getStretch();
    void setStretch(bool inValue);

    bool getUniform();
    void setUniform(bool inValue);

    float getMix();
    void setMix(float inValue);

    float getSoftness();
    void setSoftness(float inValue);

private:
    Vector<BoneData*> _bones;
    BoneData* _target;
    int _bendDirection;
    bool _compress;
    bool _stretch;
    bool _uniform;
    float _mix;
    float _softness;
};
} // namespace spine

#endif /* Spine_IkConstraintData_h */
